Compare Endzone 2 prices across trusted key stores and find the best deal. Developed by Gentlymad Studios. Published by Assemble Entertainment. Released on 7/24/2025. Available on PC. Genres: Simulation, Strategy.

Managing one post-apocalyptic colony was stressful enough. Endzone 2 hands you several at once, connected by a bus, divided by irradiated wasteland, and humbled by acid rain.

My instinct with any new colony builder is to open a spreadsheet before I open the game, and Endzone 2 rewarded exactly that mindset. Where its predecessor kept everything inside a single sprawling settlement, the sequel restructures the whole map into raised plateau zones, each with its own exclusive pool of resources. No single zone is self-sufficient, which means expansion is not optional, it is the game's central design pressure. That structural shift divides opinion sharply, and I think fairly: veterans of the first game who preferred one giant, optimised colony will feel the friction almost immediately, while players who enjoy the inter-settlement logistics puzzles of Anno will feel right at home. The resource chain is deep and genuinely demanding. You are sourcing water, food (via crop farming or hunting), wood, coal, clay, plant fibres, and waste from the landscape, then converting those into bricks, medicine, tools, protective clothing, and paper so your schools can function and your settlers earn the knowledge badges that unlock tech tree progress. That last loop, schools producing educated settlers who buff buildings and expedition outcomes, is one of the better late-game depth additions the developers shipped during the Early Access period. Electricity arrived in a post-launch update too, bringing wind turbines, biogas power plants, and solar collectors into the production chain, and ruins can be upcycled into functional buildings rather than bulldozed. The result is a resource web that, at full stretch across three or four settlements, takes genuine attention to keep balanced. Expeditions are the other marquee addition. You deploy a bus into the wasteland directly, scrounging old-world sites for loot, knowledge points, and trading contacts. Enemy vehicles patrol the map and will pursue yours if you stray too close, so equipping your convoy adequately and keeping a garage stocked for repairs matters. The hands-on expedition format is more engaging than the passive mini-game in the original, though the pool of expedition sites is limited and repetition becomes noticeable in longer saves. The tutorial, for its part, is thorough to the point of being almost intimidating, reviewers clocked it at four to five hours, but anyone who has bounced off colony sims because they felt thrown in without guidance will actually appreciate the patience it shows. Two areas pull the score back toward caution. Narrative investment is near zero: the story is kept to an opening cinematic and random event text, which works fine for pure systems players but leaves the game feeling thin when the numbers are temporarily stable. The bandit and raider relationships that gave the original some political texture have been simplified here. Community sentiment on Steam sits around mixed at 1.0 launch, not because the core loop is broken, but because a chunk of the player base feels the sequel should have gone further rather than sideways. There are also credible reports that mod support launched in a limited state, though the infrastructure is in place and the studio signalled intent to expand it. One significant context note: developer Gentlymad Studios announced its closure for late 2025, which raises legitimate questions about long-term patch support and mod tooling depth, worth factoring into your purchase decision if post-launch content matters to you. For the right player, though, someone who finds Frostpunk's population pressure satisfying, who enjoys balancing inter-zone supply lines, and who does not need a story reason to spend three hours optimising a brick production chain, Endzone 2 is a confident, mechanically sound colony builder that landed in better shape than its Early Access period suggested it would. Diego, Scout Team

Endzone 2

Endzone 2

Jul 24, 2025Gentlymad StudiosAssemble Entertainment
GamerScout Says

Managing one post-apocalyptic colony was stressful enough. Endzone 2 hands you several at once, connected by a bus, divided by irradiated wasteland, and humbled by acid rain.

PC
Steam Deck UnsupportedProtonDB Platinum
Best Price Available
€0.00
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GamerScout Verdict

Solid pick for supply-chain obsessives who can accept a divided community and uncertain post-launch support from a closing studio.

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About Endzone 2

My instinct with any new colony builder is to open a spreadsheet before I open the game, and Endzone 2 rewarded exactly that mindset. Where its predecessor kept everything inside a single sprawling settlement, the sequel restructures the whole map into raised plateau zones, each with its own exclusive pool of resources. No single zone is self-sufficient, which means expansion is not optional, it is the game's central design pressure. That structural shift divides opinion sharply, and I think fairly: veterans of the first game who preferred one giant, optimised colony will feel the friction almost immediately, while players who enjoy the inter-settlement logistics puzzles of Anno will feel right at home. The resource chain is deep and genuinely demanding. You are sourcing water, food (via crop farming or hunting), wood, coal, clay, plant fibres, and waste from the landscape, then converting those into bricks, medicine, tools, protective clothing, and paper so your schools can function and your settlers earn the knowledge badges that unlock tech tree progress. That last loop, schools producing educated settlers who buff buildings and expedition outcomes, is one of the better late-game depth additions the developers shipped during the Early Access period. Electricity arrived in a post-launch update too, bringing wind turbines, biogas power plants, and solar collectors into the production chain, and ruins can be upcycled into functional buildings rather than bulldozed. The result is a resource web that, at full stretch across three or four settlements, takes genuine attention to keep balanced. Expeditions are the other marquee addition. You deploy a bus into the wasteland directly, scrounging old-world sites for loot, knowledge points, and trading contacts. Enemy vehicles patrol the map and will pursue yours if you stray too close, so equipping your convoy adequately and keeping a garage stocked for repairs matters. The hands-on expedition format is more engaging than the passive mini-game in the original, though the pool of expedition sites is limited and repetition becomes noticeable in longer saves. The tutorial, for its part, is thorough to the point of being almost intimidating, reviewers clocked it at four to five hours, but anyone who has bounced off colony sims because they felt thrown in without guidance will actually appreciate the patience it shows. Two areas pull the score back toward caution. Narrative investment is near zero: the story is kept to an opening cinematic and random event text, which works fine for pure systems players but leaves the game feeling thin when the numbers are temporarily stable. The bandit and raider relationships that gave the original some political texture have been simplified here. Community sentiment on Steam sits around mixed at 1.0 launch, not because the core loop is broken, but because a chunk of the player base feels the sequel should have gone further rather than sideways. There are also credible reports that mod support launched in a limited state, though the infrastructure is in place and the studio signalled intent to expand it. One significant context note: developer Gentlymad Studios announced its closure for late 2025, which raises legitimate questions about long-term patch support and mod tooling depth, worth factoring into your purchase decision if post-launch content matters to you. For the right player, though, someone who finds Frostpunk's population pressure satisfying, who enjoys balancing inter-zone supply lines, and who does not need a story reason to spend three hours optimising a brick production chain, Endzone 2 is a confident, mechanically sound colony builder that landed in better shape than its Early Access period suggested it would.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementscloud-savestier:indieMulti-Settlement ManagementZone-Based LogisticsTech Tree ProgressionExpedition ScavengingElectricity SystemsUpcycling MechanicsPost-Launch UpdatesMod Support (Early)Frostpunk-like

System Requirements

Minimum

OS
Windows 10 or higher (64-bit processor and operating system)
Memory
8 GB RAM
Storage
6 GB available space
Graphics
NVIDIA GeForce GTX1070/AMD Radeon RX580 Series
Processor
Intel(R) Core(TM) i5-4440 CPU/AMD Ryzen 5 1600

Recommended

OS
Windows 10 or higher (64-bit processor and operating system)
Memory
16 GB RAM
Storage
6 GB available space
Graphics
NVIDIA GeForce RTX 2060
Processor
Intel(R) Core(TM) i5-4570 CPU/AMD Ryzen 5 3600 or Higher

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Game Info

Developer
Gentlymad Studios
Publisher
Assemble Entertainment
Release Date
Jul 24, 2025

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How much does Endzone 2 cost?

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What platforms is Endzone 2 available on?

Endzone 2 is available on PC.

When was Endzone 2 released?

Endzone 2 was released on 24 July 2025.

Who developed Endzone 2?

Endzone 2 was developed by Gentlymad Studios and published by Assemble Entertainment.